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Perception should be an intelligence proficiency
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<blockquote data-quote="iserith" data-source="post: 7579758" data-attributes="member: 97077"><p>I think Intelligence is fine as is. Here's what typically results in an Intelligence check in my games, when the approach to a goal described by the player has an uncertain outcome and a meaningful consequence of failure:</p><p></p><ul> <li data-xf-list-type="ul">Attempting to recall useful lore about something</li> <li data-xf-list-type="ul">Make deductions based on clues such as when trying to figure out a trap before disarming it or trying to figure out a secret door's working before it can be opened</li> <li data-xf-list-type="ul">Communicate wordlessly during a social interaction challenge</li> <li data-xf-list-type="ul">Using a disguise kit</li> <li data-xf-list-type="ul">Forging a document (forgery kit)</li> </ul><p></p><p>The first two in the above list of tasks are the most common since players in my games will try to verify their assumptions before acting on them. Communicating wordlessly comes up when the PCs want to get something across to another PC or NPC without another NPC picking up on it. Disguises and forgery are less common, but if those tools come with the character's background, it will inevitably see use. I think there was about a half dozen Intelligence checks in my session just last night.</p><p></p><p>So, to "add value," I suppose you can just make sure that there's a good reason to try to recall useful lore (e.g. monster weaknesses, background on NPCs for use in social interaction, etc.). Then just make sure you include plenty of traps and secret doors. You will see the players then attempting these tasks and, whenever it's appropriate, Intelligence checks will follow.</p></blockquote><p></p>
[QUOTE="iserith, post: 7579758, member: 97077"] I think Intelligence is fine as is. Here's what typically results in an Intelligence check in my games, when the approach to a goal described by the player has an uncertain outcome and a meaningful consequence of failure: [LIST] [*]Attempting to recall useful lore about something [*]Make deductions based on clues such as when trying to figure out a trap before disarming it or trying to figure out a secret door's working before it can be opened [*]Communicate wordlessly during a social interaction challenge [*]Using a disguise kit [*]Forging a document (forgery kit) [/LIST] The first two in the above list of tasks are the most common since players in my games will try to verify their assumptions before acting on them. Communicating wordlessly comes up when the PCs want to get something across to another PC or NPC without another NPC picking up on it. Disguises and forgery are less common, but if those tools come with the character's background, it will inevitably see use. I think there was about a half dozen Intelligence checks in my session just last night. So, to "add value," I suppose you can just make sure that there's a good reason to try to recall useful lore (e.g. monster weaknesses, background on NPCs for use in social interaction, etc.). Then just make sure you include plenty of traps and secret doors. You will see the players then attempting these tasks and, whenever it's appropriate, Intelligence checks will follow. [/QUOTE]
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Perception should be an intelligence proficiency
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